ANCESTRAL PROTECTORS
Starting when you choose this path at 3rd level, s pectral
warriors appear when you ente r your rage. While you're
rag ing, the first c reature you hit with an attack on your
turn becomes the target of the warriors, which hinder
its attacks. Until the sta r t of your next turn, that target
has disadvantage on a ny attack roll that isn't against
you, and when the target hits a creature othe r than you
with a n attack, that c reature has resistance to the da m-
age dealt by the attac k. The effect on the target e nds
early if your rage ends.
SPIRIT SHIELD
Beginning a t 6th level, the guardia n spirits that aid you
can provide supernatural protection to those you de -
fe nd. If you a re raging a nd a nother c reature you can see
within 30 feet o f you takes damage, you can use your
reaction to reduce that damage by 2d6.
Whe n you reach certa in levels in this class, you can
reduce the damage by more: by 3d6 at 10th level a nd by
4d6 at 14th level.
CONSULT THE SPIRITS
At 10th level, you gain the ability to cons ult with your
ancestral spirits. When you do so, you cast the augury or
clairvoyance spell, without using a spell s lo t or materi a l
components. Rathe r than c reating a sphe rical sensor,
this use of clairvoyance invisibly summons one of your
a ncestra l spirits to the chosen location. Wisdom is you r
spellcasting a bility for these spells.
After you cast e ither spell in thjs way, you can't use
this feature again until you finis h a s hort or long rest.
VENGEFUL ANCESTORS
At 14th level, your ancestra l spirits g row powerful
enough to re taliate. When you use your Spirit Shield to
reduce the damage o f a n attack, the attacker takes a n
amount o f force damage equa l to the damage that your
Spirit Shield prevents.
Path of the Storm Herald
All barba rians h arbor a fury within. Their rage g rants
them supe rior strength, durability, and speed. Barba r-
ia ns who follow the Path of the Storm Herald learn
to trans form tha t rage into a m a ntle of primal magic,
which swirls around the m. When in a fury, a barbar ia n
of this path taps into the forces of nature to c reate pow-
e rful magical effects.
Storm he ralds are typically e lite champions who train
alongside druids, rangers, and others sworn to protect
nature. Other storm heralds hone their c raft in lodges in
regions wracked by storms, in the frozen reaches at the
world's e nd, or deep in the hottest deserts.
PATH OF THE STORM HERALD FEATURES
Barbaria n
Le ve l Feature
3rd Storm Aura
6th Storm Soul
10th Shielding Storm
14th Raging Storm
CHAPTER 1 I CHARACTER OPTIONS
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STORM AURA
Starting at 3rd level, you e m a na te a stormy, magical
aura while you rage. The aura extends 10 feet from you
in every direction, but not throug h total cover.
Your aura has an effect that activa tes when you ente r
you r rage, and you can activate the effect again on each
of your tu rns as a bonus action. Choose desert, sea, or
tundra. Your aura's effect de pends on tha t chosen e nvi-
ronment, as d~tailed be low. You can c ha nge your e nvi-
ronment c hoice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC
e qua ls 8 +your proficiency bonus+ your Constitu-
tion modifier.
Deser t. When this effect is activated, all other crea-
tures in your aura take 2 fire damage each. The damage
increases when you reach certa in levels in this class, in-
c reasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
and 6 a t 20th level.
Sea. When this effect is activated , you can choose one
other c reature you can see in your aura. The target must
m a ke a Dexte rity savin g throw. The target takes ld
lightn ing da mage on a failed save, or half as m uc h dam-
age on a s uccessful one. The da mage inc reases when
you reach certain levels in this class, increasing to 2d
a t 10th level, 3d6 at 15th level, and 4 d6 a t 2 0th level.
Tundra. When this effect is activated, each c reature of
your choice in your aura gains 2 temporary hit points, as
icy spirits inure it to s uffering. The temporary hit points
increase when you reach certa in levels in this class, in-
c reasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
and 6 at 20th level.
STORM SOUL
At 6th level, the storm g ra nts you benefits even when
your aura isn't active. The bene fits are based on t he en-
vironme nt you chose for your Storm Aura.
Deser t. You gain resistance to fir e da mage, and you
don't s uffer the effects of extrem e heat, as descr ibe d in
the Dungeon Master's Guide. Moreover, as an action,
you can touch a flammable object that isn't be ing worn
or carrie d by anyone else a nd set it on fire.
Sea. You gain resistance to lightning damage, and
you can breathe underwater. You a lso gain a swimming
s peed of 30 feet.
Tundra. You gain resistance to cold d amage, a nd you
d on't s uffe r the effects of extreme cold, as described in
the Dungeon Master's Guide. Moreover, as an action,
you can touch water and turn a 5-foot cube of it into ice,
which melts after 1 minute. This action fails if a c reature
is in the cube.
SHIELDING STORM
At 10th leve l, you learn to use your maste ry of the storm
to protect others. Each creature of your choice has the
damage resistance you gained from the Stor m Soul fea-
tu re while the creature is in your Storm Aura.